---
title: MeshReflectorMaterial
sourcecode: src/core/MeshReflectorMaterial.tsx
---

[![](https://img.shields.io/badge/-storybook-%23ff69b4)](https://drei.vercel.app/?path=/story/shaders-meshreflectormaterial--reflector-st)

<Grid cols={4}>
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</Grid>

Easily add reflections and/or blur to any mesh. It takes surface roughness into account for a more realistic effect. This material extends from [THREE.MeshStandardMaterial](https://threejs.org/docs/#api/en/materials/MeshStandardMaterial) and accepts all its props.

```jsx
<mesh>
  <planeGeometry />
  <MeshReflectorMaterial
    blur={[0, 0]} // Blur ground reflections (width, height), 0 skips blur
    mixBlur={0} // How much blur mixes with surface roughness (default = 1)
    mixStrength={1} // Strength of the reflections
    mixContrast={1} // Contrast of the reflections
    resolution={256} // Off-buffer resolution, lower=faster, higher=better quality, slower
    mirror={0} // Mirror environment, 0 = texture colors, 1 = pick up env colors
    depthScale={0} // Scale the depth factor (0 = no depth, default = 0)
    minDepthThreshold={0.9} // Lower edge for the depthTexture interpolation (default = 0)
    maxDepthThreshold={1} // Upper edge for the depthTexture interpolation (default = 0)
    depthToBlurRatioBias={0.25} // Adds a bias factor to the depthTexture before calculating the blur amount [blurFactor = blurTexture * (depthTexture + bias)]. It accepts values between 0 and 1, default is 0.25. An amount > 0 of bias makes sure that the blurTexture is not too sharp because of the multiplication with the depthTexture
    distortion={1} // Amount of distortion based on the distortionMap texture
    distortionMap={distortionTexture} // The red channel of this texture is used as the distortion map. Default is null
    reflectorOffset={0.2} // Offsets the virtual camera that projects the reflection. Useful when the reflective surface is some distance from the object's origin (default = 0)
  />
</mesh>
```
